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Primary Stats:
Strength: ##
Constitution: ##
Dexterity: ##
Intelligence: ##
Wisdom: ##
Charisma: ##
All Primary Stats start at 10. You can buy +1 to one stat at the cost of 1 Power Point, but may not have a score greater than ten + your level x2. base+26 or a total of 36 for starting characters.
Ability Modifier= (Score-10)/2 Rounded Up

Feats:
A list of your character's Feats, preferably with the descriptions included so that I don't have to look them up. You can shorten them if you like, so long as I can understand them. Feats have a cost of one Power Point per rank.

Feat 1 #

Feat 2 #

Powers:
A list of your character's Powers, preferably with the descriptions included so that I don't have to look them up. You can shorten them if you like, so long as I can understand them. The cost of a Rank in a Power varies between different Powers.

Equipment:
Equipment is acquired with points from the Equipment Feat. Each piece of equipment has a cost in points. The character pays the item’s cost out of the points from the Equipment Feat and it becomes part of the character’s regular equipment. Fluff items are free.

Description:
Fluff. Write whatever you like, and I'll try to work it into the game mythos I have crammed into my head. And don't be afraid to ask if you have any questions at all during any stage of character creation.

The OOC section:
Put what you want out of the RP here. In the intro post, there is a section saying what will and what will not be in the RP. Read that over, and if you didn't see something that you want, or saw something that you didn't want, or anything of the sort, put it here.

Have a general request of something that you want in your thread? Put it here. Have a story idea that you definitely want explored, a side character that you want to meet, or anything like that? Put it here.

Here's a character sheet without all of the information, for easy copy/pasting.

Combat happens. When it does, you need to know what's going on, and more importantly, what your can do so as to not be raped, enslaved or murdered. Firstly, here is a list of the basic things that a character can do on their turn.
-Make an attack using a weapon held in the character's hand.
-Make a grapple action against a creature that the character is currently grappling.
-Attempt to start a grapple against a creature they are within range of.
-Use a Power.
-Move in any unblocked direction up to 2x the character's Speed stat.
-Run in a straight line up to 4x the character's Speed stat.
-Defend yourself, giving up all other actions in exchange for a +10 bonus to Dodge for that round.
-Sit there looking silly.

A few additional things:
-A character taking any of the above actions other than Full Defense, Charging and Double Movement can move up to their Speed stat.
-Whenever a character would make any attack that requires an attack roll, they can fight defensively. Effectively, the character can sacrifice up to 20 points from their attack roll, gaining a bonus to Dodge for that turn equal to the number of points sacrificed.
So, a character attacking an enemy can give up 10 points from their attack, and in exchange will have an additional 10 points in Dodge for when the enemy responds.

In addition, Skills can be used in anyway and at anytime the character can imagine, and the GM deems appropriate, particularly creative uses of skills should be discussed with your GM beforehand.

Almost every attack, and power requires an attack roll. Those that don't have it indicated in their description in some way. Attack rolls use the d20, and then add or subtract any appropriate modifiers. If the final number from the dice and all of the modifiers is equal to or greater than the Dodge value of the target, then the attack hits successfully.

Area of effect attacks, mostly powers and explosives, also require attack rolls. The character makes an attack roll against all creatures within the area of whatever power or spell that they are using, and the attack does no damage to creatures that are not successfully hit.

Aid
If you are in position to attack an opponent, you can attempt to aid a friend engaged in melee with that opponent. Make an attack roll against Dodge 10. If you succeed, you don’t actually damage the opponent—but your friend gains either a +2 bonus on an attack roll against that opponent or a +2 bonus to Dodge against that opponent (your choice) on the friend’s next turn. Multiple aid bonuses stack.

Grappling

Attempting to start a grapple works slightly differently, however. When a character who attempts to start a grapple, the GM rolls a d20 and adds the character's Grapple stat. This is treated as an attack, allowing the character to use Defensive Fighting, and the character gains any bonuses applied to attack rolls to this roll, even if they do not increase the character's grapple stat. If that total is equal to or greater than the target creature's Dodge stat, the grapple attempt is successful and both creature and character get the Grappled status. Whatever action the creature who became grappled was going to can still be attempted if it's allowed by the grapple rules. If it isn't, then the action is lost.

Things work differently for characters in a grapple. When in a grapple, the character can attempt any of the following. When 2 characters are in a grapple, both declare their actions and then I roll a d20 for both, and then add their Grapple stat. Whichever has the higher total gets to make their action, while the other character can take no action for that turn.

A list of options while in a grapple that require that the character win their grapple check:
-Penetrate (or be penetrated by) a creature.
-Perform foreplay on an opposing creature. If that creature is wearing armor, the amount of pleasure dealt is decreased by the armor's DU.
-Attack a creature that you are grappling with.
-Attack a creature that is not in the grapple. Taking this action also requires that the character make an attack roll as well assuming they win the grapple check, and they take a -10 penalty to their attack roll.
-Shift aside the armor of one opposing character.
-Remove the armor of one opposing character. Characters attempting this action take a -4 penalty to their grapple check.
-Tear an opponents armor. If the character wins the grapple check, the opponents armor takes TP damage equal to the difference between the rolls. This damage ignores the armor's DU. What those are is discussed in detail in the armor section.
-Escape the grapple, this replaces the character's Grapple check with an Escape Artist skill check, DC=the opponent's Grapple Roll.
-Force a creature into a Submission Hold.

In addition, the following actions can be done without a check or using a turn while in a grapple.
-Shift your own armor.
-Remove your own armor. An opposing creature can attempt to prevent this, in which case this action becomes Escape Grapple.
-Release a creature that you are grappling with. An opposing creature can attempt to prevent this, in which case this action becomes Escape Grapple.

Also, the following can be done without making a grapple check, but if so, the character can take no other actions and takes a -4 penalty to their grapple check to prevent whatever the enemy is attempting to do.
-Use a power. Powers like Bolt and Touch powers require that the character win a grapple check in order to hit, and AoE spells require an attack roll.
-Use a power that isn't a direct attack. Direct attacks and AoE attacks work just like powers as above.

A character or creature who is within a Submission Hold cannot attempt any action except for escaping or those actions that explicitly say that they can be used while in a submission hold. The same rule applies to characters with the Bound status.

Group Grapples
When multiple creatures are in a grapple, generally it will be multiple weaker creatures trying to grapple one stronger one (or multiple monsters trying to grab the same PC.)
In this case, each "side" is treated as a single monster capable of multiple actions. Each monster gets a single d20 roll, but they also get a bonus to that grapple roll equal to 1/2 the grapple modifier of the creature(s) grappling the same target.
If multiple monsters attempt the same thing for that turn, then the roll becomes 1d20 + the total grapple modifier of each of the creatures.
Finally, if multiple creatures that are not allied attempts to do something, each only rolls a grapple check against the target of their action for that round.
Creatures attempting to join a grapple make their attack roll against whichever creature has the lowest Dodge value.

Sex!

Spoiler

The mechanics of sex in Dark Gate are generally only called upon when your character is being raped, or attempting to rape something else. In that instance, the following rules apply:

Foreplay, including the use of hands, mouth, ect; Deals 2d4 + Charisma Mod PP damage. Foreplay against creatures wearing armor take a penalty to damage equal to the armor's DU.
Penetrative sex deals 2d8 + Charisma Mod PP damage.
These are both subject to a number of potential bonuses that can be applied, some of which are circumstantial.

In addition, whenever a character takes PP damage due to another creature and attempts to resist it, that PP damage is decreased by an amount equal to their Will stat divided by 2. However, resisting in this manner is exhausting, and deals 1d6 + 2 HP damage to the character which ignores armor.

If, at any time, a character would take PP damage that would reduce their PP to 0 or less, they orgasm, and their PP is reset to 0. Characters that have orgasmed are Stunned for their next action.

A female character who allows another creature to orgasm inside of them receives a pregnancy roll unless they are Infertile or already pregnant.
The GM rolls 1d4, and the character becomes pregnant on a roll of 4.

If two creatures are penetrating the same character, each penetration is treated separately. This includes pleasure damage for all three, pleasure resistance, and the damage for resisting pleasure.
If one creature is somehow penetrating the same character multiple times, both the creature and the character simply have double the number of dice applied to them for all associated effects.

Comment

Make an Acrobatics check (DC 25) to move through a space occupied by an opponent or obstacle (moving over, under, or around). A failed roll means you don’t get past the obstacle.

Balancing: You can walk on a precarious surface. A successful check lets you move at half your speed along the surface. A failure indicates you just keeping your balance and do not move. A failure by 5 or more means you fall. The difficulty varies with the conditions of the surface.

Accelerated Movement: You can try to move faster than normal while balancing. You can move your full speed, but take a –5 penalty on your Acrobatics check. Moving twice your speed requires two checks.

Jumping: You can make an Acrobatics check to jump a distance equal to 6 +1 foot per point your check exceeds DC 15.

Falling: You can make an Acrobatics check (DC 5) to lessen damage from a fall. Subtract the amount your roll exceeds the DC from the distance of a fall in feet before determining damage. So an Acrobatics check of 20 (15 more than the DC) reduces the effective distance of a fall by 15 feet. A fall reduced to 0 distance does no damage and you land on your feet.

Avoiding Being Tripped: You can make an Acrobatics check in place of the Strength or Dexterity check to avoid a trip attack.

Instant Up: You can make an Acrobatics check (DC 20) to stand from a prone position as a free action.

Climb

Spoiler

With each successful Climb check, you can move up, down, or across a slope, wall, or other steep incline (even a ceiling with handholds). A slope is any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. A failed Climb check indicates you make no progress, and failure by 5 or more means you fall from whatever height you already attained (unless you are secured with some kind of harness or other equipment). Make a Climb check to catch yourself (DC equal to wall’s DC + 20). A slope is easier to catch on (DC equal to slope’s DC + 10). It’s somewhat easier to catch someone else who falls, assuming they are within arm’s reach. Make a Climb check (DC equal to wall’s DC +10) to do so. A slope is easier (DC equal to the slope’s DC +5). If you fail the check, you do not catch the other person. If you fail by 5 or more, you fall as well. The DC of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the DC by 5.

Fighting While Climbing: Since you can’t easily move to avoid an attack, you lose half your dodge stat while climbing. Any time you take damage while climbing, make an immediate Climb check against the DC of the slope or wall. Failure means you fall and sustain the appropriate falling damage.

Accelerated Movement: You can try to climb faster than normal. You can move your full speed, but take a –5 penalty on your Climb check. Moving twice your speed requires two checks at –5.

DC of example walls, surfaces, or tasks.

Spoiler

0 A slope too steep to walk up. A ladder.

5 A knotted rope with a wall to brace against.

10 A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to and stand on, such as a rugged cliff-face.

15 Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural rock surface, a tree, or a chain-link fence. An unknotted rope. Pulling yourself up when dangling by your hands.

20 An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds.

25 A rough surface with no real handholds or footholds, such as a brick wall.

Find File: The DC and the time required to locate a particular file on an unfamiliar computer system are determined by the size of the site. Finding public information on the Internet does not fall under this category; this only pertains to finding files on unfamiliar computer systems.

Spoiler

Personal computer DC10 1 round

Small office network DC15 2 rounds

Large office network DC20 1 minute

Massive network DC25 10 minutes

Defeat Computer Security: The DC is determined by the quality of the security installed to defend the system. If the check fails by 5 or more, the system immediately alerts its administrator there has been an unauthorized entry. An alerted administrator may attempt to identify you or cut off access to the system.
Sometimes, you have to defeat security at more than one stage of the operation. If you beat the DC by 10 or more when attempting to defeat computer security, you automatically succeed at all subsequent security checks at that site until the end of your session.

Spoiler

Level of Security - DC

Minimum 20

Average 25

Exceptional 35

Maximum 40

Defend Security: If you are the system administrator for a site (which may be as simple as being the owner of a personal computer), you can defend it against intruders. If the site alerts you to an intruder, you can attempt to cut off the intruder’s access or even to identify the intruder. To cut off access, make an opposed Computers check against the intruder. If the check succeeds, the intruder’s session is ended. The intruder might be able to defeat your security and access your site again, but has to start over again.
Attempting to cut off access takes a full round. One surefire way to prevent further access is to simply shut the site down. With a single computer, that’s no big deal, but on a large site with many computers (or computers controlling functions that can’t be interrupted) it may be time-consuming or even impossible to do so.
To identify the intruder, make an opposed Computers check. If the check succeeds, you learn the site from which the intruder is operating (if it’s a single computer, you learn the name of the computer’s owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing your site for the entire length of the check—if the intruder’s session ends before you make the Computers check, your attempt fails.

Degrade Programming: You can destroy or alter programs on a computer to make it harder or impossible to use. Crashing a computer simply shuts it down. Its user can restart it without a skill check (however, restarting takes at least 1 minute). Destroying programming makes the computer unusable until the programming is repaired. Damaging programming imposes a –4 penalty on all checks made with the computer (sometimes this is preferable to destroying the programming, since the user might not know anything is wrong, and won’t simply decide to use a different computer). You can damage the programming of multiple computers at a single site; doing so adds +2 to the DC for each additional computer.
Fixing damaged programming requires an hour and a Computers check against a DC equal to the DC for damaging it + 5. Destroyed programming must be re-installed.

Spoiler

Crash computer DC10 1 minute

Destroy programming DC15 10 minutes

Damage programming DC20 10 minutes

Operate Remote Device: Many devices are computer-operated. If you have access to the computer controlling them, you can shut them off or change their operating parameters. The DC depends on the nature of the operation. If you fail the check by 5 or more, the system alerts its administrator there has been an unauthorized use of the equipment. An alerted administrator may attempt to identify you or cut off your access to the system.

Make a Concentration check whenever you might be distracted (by taking damage, by harsh weather, and so on) while engaged in some action requiring your full attention, maintaining powers with a Concentration or Sustained duration. If the check succeeds, you may continue with the action. If the check fails, the action fails. The DC depends on the nature of the distraction.

The GM makes Disable Device checks secretly so you don’t necessarily know if you have succeeded.

Open Lock: You can pick conventional locks, finesse combination locks, and bypass electronic locks. You must have a lockpick set (for a mechanical lock) or an electronic tool kit (for an electronic lock). The DC depends on the quality of the lock.

Spoiler

Cheap (briefcase lock) DC20

Average (home deadbolt) DC25

High quality (business deadbolt) DC30

High security (branch bank vault) DC40

Ultra-high security (bank headquarters vault) DC50

Disable Security Device: You can disable a security device, such as an electric fence, motion sensor, or security camera. You must be able to reach the actual device. If the device is monitored, your attempt to disable it will probably be noticed. When disabling a monitored device, you can prevent your tampering from being noticed. Doing so requires 10 minutes and an electronics tool kit, and increases the DC by +10.

Spoiler

Cheap (home door alarm) DC20

Average (store security camera) DC25

High quality (art museum motion detector) DC30

High security (bank vault alarm) DC35

Ultra-high security (motion detector at Area 51) DC40

Traps and Sabotage: Disabling a simple mechanical device is DC 10. More intricate and complex devices have higher DCs. You can use Disable Device to defuse explosives like the Craft (mechanical) skill. If the check succeeds, you disable the device. If the check fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If it’s a trap or explosive, you set it off. If it’s some sort of sabotage, you think the device is disabled, but it still works normally. When you sabotage simple devices, you can rig them to work normally for a while and then fail some time later, if you choose.

Disguise

Spoiler

Your check result determines the effectiveness of the disguise. It is opposed by others’ Notice check results. Make one Disguise check even if several people make Notice checks. The GM makes the Disguise check secretly so you are not sure how well your disguise will hold up under scrutiny. If you don’t draw any attention to yourself, others don’t get to make Notice checks.

If you come to the attention of people who are suspicious, they get to make a Notice check. (The GM can assume suspicious observers take 10 on their Notice checks if they have time to observe you.) The effectiveness of your disguise depends in part on how much you attempt to change your appearance.

Minor details only +5

Appropriate uniform or costume +2

Disguised as different sex –2

Disguised as a different race –2

Disguised as different age category –2

If you are impersonating a particular individual, those who know the subject automatically get to make Notice checks. Furthermore, they get a bonus on the check.

Recognizes on sight +4

Friend or associate +6

Close friend +8

Intimate +10

Usually, an individual makes a Notice check to detect a disguise immediately upon meeting you and each hour thereafter. If you casually meet many different people, each for a short time, the GM checks once per day or hour, using an average Notice modifier for the group (assuming they take 10).

Drive

Spoiler

Make a check only when some unusual circumstance exists or when driving in a dramatic situation (being chased or attacked, for example, or trying to reach a destination in a limited amount of time). While driving, you can attempt maneuvers or stunts.

Easy (low-speed turn) DC5

Average (sudden reverse, dodging obstacles) DC10

Difficult (tight turns) DC15

Challenging (bootlegger reverse) DC20

Formidable (high-speed maneuvers, jumping obstacles) DC25

Escape Artist

Spoiler

Make a check to escape from restraints or to squeeze through a tight space.

Spoiler

Ropes Opponent’s Dex bonus +20

Snare Snare’s rank +20

Tight space DC30

Grapple Opponent’s grapple check

Tight Spaces: For a tight space, a check is only called for if your head fits but your shoulders don’t. If the space is longer than your height,such as in an airshaft, the GM may call for multiple checks. You can’t fit through a space your head doesn’t fit through. You can also reach through a tight space your hand fits through but your arm normally does not by making an Escape Artist check.

Escaping Grapples: You can make an Escape Artist check opposed by an opponent’s grapple check to get out of a grapple or out of a pinned condition.

Medicine

Spoiler

The DC and effect depend on the task.

Diagnosis (DC 10): You can diagnose injuries and ailments with an eye toward treatment. At the GM’s discretion, a successful diagnosis provides a +2 bonus on Medicine checks for treatment.

Provide Care (DC 15): Providing care means treating a wounded person for an hour or more or providing routine medical treatment. If successful, the patient recovers HP equals to your check result. You can tend up to your skill rank in patients at one time.

Revive (DC 15): You can remove the dazed, stunned, or unconscious conditions from a character. This check is a full-round action. A successful check removes one condition.

Surgery (DC 15-30): You can perform surgical operations. The DC ranges from 15 for routine procedures to 30 or more for tricky operations like heart or brain surgery.

Notice

Spoiler

Make a skill check to notice something. Notice checks generally suffer a penalty of –1 per 10 feet between you and the thing you’re trying to notice. If you’re distracted, you take a –5 penalty on Notice checks. Making out details—such as clearly hearing conversation or reading text— requires you to exceed the DC by 10 or more.
The GM may make Notice checks secretly so you don’t know whether there was nothing to notice or you just failed to notice it. The most common sorts of Notice checks are:

Listen (auditory): Make a check against a DC based on how loud the noise is or against an opposed Stealth check. A normal conversation is DC 0, a quiet noise DC 10. Listening through a door is +5 DC, +15 for a solid wall. While you’re asleep, hearing something well enough to wake up is +10 DC.

Spot (visual): Make a check against a DC based on how visible the object is or against an opposed Stealth check. Spot is also used to detect someone in disguise (see Disguise), or to notice a concealed object.

Other Senses: You can make Notice checks involving other sense types as well as various special senses. Noticing something obvious to a sense is DC 0. Less obvious things are DC 10 or so, hidden things DC 20 or more, and making out details requires you to exceed the DC by 10 or more.

Pilot

Spoiler

Routine tasks, such as ordinary movement, don’t require a skill check. Make a check only when piloting in a dramatic situation (being chased or attacked, for example, or trying to reach a destination in time). While piloting, you can attempt simple maneuvers or stunts.

Easy (low-speed turn) DC5

Average (sudden reverse, dodging obstacles) DC10

Difficult (tight turns) DC15

Challenging (loop, barrel roll) DC20

Formidable (high-speed maneuvers, dodging obstacles) DC25

Search

Spoiler

You can search an area for clues, hidden items, traps, and other details. Notice allows you to immediately notice things, Search allows you to pick up on details with some effort. Search works in conjunction with all accurate senses. Sight is the only accurate sense for normal humans.

You must be within 10 feet (one Notice range increment) of the area. You can examine a 5-foot-by-5-foot area or a volume of goods 5 feet on a side with a single check. A Search check can turn up things like footprints, but does not allow you to follow tracks.

Spoiler

Ransack an area to find a certain object. DC10

Notice a secret compartment, a simple trap, or an obscure clue. DC20

Find a well-hidden secret compartment or trap, or an extremely obscure clue. DC25+

Finding Concealed Objects: The DC for a Search check to find a concealed object is usually based on the Stealth or Slight of Hand check of the character who hid it. The GM can assume characters with the time take 20 on their check to conceal an object.

Surveillance: You can use Search to set up surveillance of a particular area, watching from a stationary location. The DC of the subject’s Stealth check to evade your notice is equal to the result of your Search check.

Extended Searches: Certain powers—notably ESP, Quickness, Super- Senses, and Super-Speed—greatly extend the area you can search at once. You can take 10 and take 20 on extended searches. Taking 20 requires 20 times the base time to search the area, and you can’t reduce the time by increasing the DC if you take 20.

Sleight of Hand

Spoiler

A check against DC 10 lets you palm a coin-sized object. Minor feats of sleight of hand, such as making a coin disappear, also have a DC of 10 unless an observer is concentrating on noticing what you are doing. When you perform this skill under close observation, your check is opposed by the observer’s Notice check. The observer’s check doesn’t prevent you from performing the action, just from doing it unnoticed.

Thievery: When you try to take something from another person, your opponent makes a Notice check. To obtain the object, you must get a result of 20 or higher, regardless of the opponent’s check result. The opponent noticed the attempt if his check result beats your check result, whether you take the object or not.

Planting: You can make a Sleight of Hand check to plant a small object on someone, slip something into their pocket, drop something into their drink, and so forth. To plant the object, you must get a result of 20 or higher, regardless of the opponent’s check result. The opponent noticed the attempt if his check result beats your check result, whether you plant the object or not.

Concealment: You can use Sleight of Hand to conceal a small item, making your check result the DC of a Search check to find it.

Stealth

Spoiler

Your Stealth check is opposed by the Notice check of anyone who might detect you. While using Stealth, you can move up to half your normal speed at no penalty. At more than half and up to your full speed, you take a –5 penalty. It’s practically impossible (–20 penalty) to use Stealth while attacking, moving all out, or charging.

Hiding: If others have spotted you, you can’t use Stealth to remain unseen. You can run around a corner so you are out of sight and then use Stealth to hide, but others then know which way you went. You can’t hide at all if you have absolutely no cover or concealment, since that means you’re standing out in plain sight. Of course, if someone isn’t looking directly at you (you’re sneaking up from behind, for example), then you have concealment relative to that person. Characters with the Hide in Plain Sight feat can make Stealth checks without the need for cover or concealment.

Creating a Diversion to Hide: When others turn their attention from you, you can make a Stealth check if you can reach cover or concealment of some kind. (As a general guideline, any cover has to be within 1 foot for every rank you have in Stealth.) This check, however, is at a –5 penalty because you have to move quickly

Sniping: If you’re successfully hidden at least one Notice range increment away from a subject (usually 10 feet), then you can make a ranged attack and immediately hide again, but you suffer a –20 penalty to your Stealth check.

Tailing: You can use Stealth to tail someone at your normal speed. This assumes you have some cover or concealment (crowds of people, shadows, fog, etc.). If the subject is worried about being followed, he can make a Notice check (opposed by your Stealth check) every time he changes course (goes around a street corner, exits a building, and so on). If he is unsuspecting, he only gets a Notice check after each hour of being tailed.

Survival

Spoiler

You use this skill to survive in the wilderness, including finding food and shelter, and safely guiding others.

Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points your check result exceeds 10. DC10

Gain a +2 bonus on Fortitude saves against severe weather while moving up to half your speed, or a +4 bonus if stationary. You may grant the same bonus to one other character for every point your check result exceeds 15. DC15

Avoid getting lost and avoid natural hazards, such as quicksand. DC18

Navigation: You can use Survival to navigate outdoors. The DC is 10 if you have the proper tools, 14 if you have no tools, and 18 if you are also avoiding natural hazards (quicksand, gullies, reefs, etc.).

Swim

Spoiler

A successful Swim check allows you to swim one-quarter your speed or half your speed as a full-round. If the check fails, you make no progress through the water. If the check fails by 5 or more, you go underwater. If you are underwater you must hold your breath to avoid drowning. The DC for the Swim check depends on the condition of the water:

Spoiler

Calm DC10

Rough DC15

Stormy DC20

Each hour you swim, make a Swim check (DC 20). If the check fails, you suffer from fatigue). Unconscious characters go underwater and immediately begin to drown.

Rescuing: Rescuing another character who cannot swim (for whatever reason) increases the DC of your Swim checks by +5.

Murder is like marriage, you just need to find the right person.
Pray to the church of reality, and hope to earn its favour. For easy reference: Elizabeth Silver

Comment

All-Out Attack Unanked
When you make an attack you can take a penalty on your dodge and add the same number to your attack bonus. Your dodge cannot be reduced below +0 and your attack bonus cannot more than double. The changes to attack and dodge are declared before you make the attack roll and last until your next round.

Attack Specialization Ranked
You have a +2 bonus with a specific attack or weapon per rank in this feat.
Choose the attack when you acquire the feat. Your total attack bonus is
limited by the character’s power level.

Blind-Fight Unranked
In melee combat, you suffer half the usual miss chance due to concealment. You take only half the usual penalty to speed for being unable to see; darkness and poor visibility reduce your speed to three-quarters rather than half.

Choke Hold Unranked
If you pin an opponent (see Grappling), you can apply a choke hold, causing your opponent to begin suffocating for as long as you maintain the pin.

Defensive Attack Unranked
When you make an attack you can take a penalty on your attack roll and add the same number to dodge. Your attack bonus cannot be reduced below +0 and your dodge cannot more than double. The changes to dodge last until your next action.

Defensive Roll Ranked
You can evade damage through agility and “rolling” with an attack. You receive a bonus to your AC equal to your rank, but lose your Defensive Roll bonus whenever you are unable to take a free action unless you are able to succeed on a Concentration check (DC based on circumstances, see Concentration). You can add your Defensive Roll rank as a bonus to Dodge or as a bonus to your AC against the resulting damage, but not both.

Elusive Target Unranked
While you are fighting an opponent in melee combat, others attempting to target you with ranged attacks are at a –4 penalty.

Favored Environment Ranked
You have an environment you’re especially suited for fighting in. Examples include in the air, underwater, in space, in extreme heat or cold, in jungles or woodlands, and so forth. While in your favored environment, you gain either a +1 attack bonus or +1 dodge bonus for each rank. Choose at the start of each round whether your bonus applies to attack or dodge. Your maximum attack and defense bonus is limited by the character power level.

Favored Opponent Ranked
You have a particular type of opponent you’ve studied or are especially effective against. It may be a type of creature (aliens, animals, constructs, mutants, undead, etc.), a profession (soldiers, police officers, Yakuza, etc.) or any other category the GM approves. Especially broad categories like “humans” or “villains” are not permitted. You gain a +1 bonus on Notice, Sense Motive, and Survival checks dealing with your Favored Opponent as well as +1 damage on all attacks against them. You may take this feat multiple times, either choosing a different opponent or increasing your existing bonus by +1, to a maximum of +5.

Grappling Finesse Unranked
You can use your Dexterity, rather than your Strength, to determine your grapple stat.

Improved Aim Unranked
When you take a full-round to aim, you gain double the normal bonus: +10 for a melee attack or a ranged attack adjacent to the target, +4 for a ranged attack at a greater distance.

Improved Block Ranked
You have a +2 bonus on AC to block melee attacks. If you can block ranged attacks, your Improved Block bonus does not apply to those block rolls, which are improved separately by adding power ranks.

Improved Critical Ranked
Your critical threat range with a particular attack (chosen when you acquire this feat) is increased, allowing you to score a critical hit on a roll of 19 or 20. Only a natural 20 is an automatic hit, however, and an attack that misses is not a critical. Each additional rank applies to a different attack or increases your threat range with an existing attack by one more.

Improved Defense Ranked
When you take the total defense action in combat you gain an additional +4 dodge. Each additional rank in this feat adds another +4 bonus to dodge when you take a full round to defend yourself.

Improved Disarm Ranked
You have a +2 bonus per rank on attack rolls when attempting to disarm an opponent and they do not get the opportunity to disarm you.

Improved Grab Unranked
When you hit with an unarmed attack you can immediately perform a grapple check against the opponent. The opponent must be no larger than your size. Your unarmed attack inflicts normal damage and 1/2 that damage is added to your grapple check.

Improved Grapple Ranked
You can make grappling attacks with only one hand, leaving the other free. If you pin your opponent, you can maintain the pin while still using your other hand to perform actions. In addition, each rank of this feat adds a +2 bonus to your Grapple stat.

Improved Hold Ranked
Your grappling attacks are particularly difficult to escape. Opponents suffer a –2 penalty on grappling checks against you to escape a grapple or pin. Each rank increases this penalty by 2.

Improved Sunder Ranked
You have a +2 bonus to attack rolls to hit an object held by another character. Each rank increases this bonus by 2.

Improved Trip Unranked
You have a +4 bonus on checks to trip an opponent (normally or using a power) and they do not get the opportunity to trip you. If you use this feat with a ranged trip attack it’s only half as effective (a +2 bonus).

Power Attack Unranked
When you make an attack you can take a penalty on your attack roll and add the same number to your damage. This feat does not apply to effects requiring no attack roll or that do not deal damage.

Prone Fighting Unranked
You suffer no penalties on attack rolls for being prone, and adjacent opponents do not gain any bonus to hit you while you are prone (although opponents making ranged attacks are still at –4 on their attack rolls). You can crawl at half your speed rather than the usual 5 feet.

Quick Change Ranked
You can change clothes—such as changing into your costume or your secret identity—as a free action. Normally, changing clothes requires at least a minute. If you take this feat a second time, you can change into any outfit at will. This allows you to use the Disguise skill as a move action rather than taking the usual time.

Quick Draw Ranked
You can draw or load a weapon as a free action, rather than a move action. You can only do one of these things as a free action each round; the others remain move actions as normal. So you could draw a weapon as a free action, then load it, but not draw and load it. Quick Draw 2 allows you to both draw and load a weapon.

Rage Ranked
You can fly into a berserk rage as a free action, gaining +4 Strength, +2 to your Fortitude and Will saves, and a –2 penalty to Dodge. While raging you can’t use skills or powers requiring concentration (with a duration of Concentration or Sustained), and you can’t take 10 or 20 on checks. Your rage lasts for five rounds, after which you are fatigued for five rounds.
Each additional rank gives you +2 Strength and a +1 Fortitude and Will save bonus to a maximum of +10 Strength and +5 to saves total at 4 ranks (the –2 penalty to Dodge and other effects remain the same).
Your maximum Strength and save bonuses are limited by the character’s power level.
Instead of increasing your Rage benefits, a rank in this feat can extend the duration by 5 rounds. This extends the duration of your post-rage fatigue by the same amount.

Ranged Pin Unranked
You can use a ranged weapon to pin an opponent to a nearby surface. The target must be within 5 feet of a wall, tree, or similar surface. Make a normal attack roll against the target. If your attack is successful, the target makes a Reflex saving throw against your attack roll result. Failure means the target is entangled and unable to move. To break free, the victim must make a successful Strength or Escape Artist check (DC 15). A Strength or skill bonus greater than the DC allows the target to escape as a free action.

Sneak Attack Ranked
When you make a surprise attack, increase your attack’s damage x2. You cannot sneak attack an opponent you cannot accurately perceive (due to concealment) and opponents immune to critical hits suffer no additional damage. Additional ranks increase your Sneak Attack damage bonus by +1, to a maximum of x5. Your total damage bonus is limited by the character’s power level.

Stunning Attack Unranked
When you make a damaging melee attack, you can choose not to inflict normal damage. Instead, the target makes a Fortitude save against a DC of 10 plus your damage bonus. A successful save results in no effect, a failed save means the target is dazed for one round. Failure by 5 or more means the target is stunned for one round, and failure by 10 or more means the target is unconscious.

Teamwork Ranked
You’re more effective at helping out friends. When you use the aid action, you grant a bonus 1 higher than usual for each rank in this feat, up to a maximum of 3 ranks (for an additional +3 bonus).

Throwing Mastery Ranked
You have a +2 damage with thrown weapons per rank in this feat. You can also throw normally harmless objects—playing cards, pens, paper clips, and so forth—as weapons with a #d4 equal to your rank, a range increment of 10 feet, and a maximum range of 50 feet and 5d4.

General Feats

Spoiler

Ambidexterity Unranked
You are equally adept at using either hand. You ignore off-hand penalties to checks and attack rolls. Without this feat, characters suffer a –4 penalty when using their off-hand. Note this does not give you any additional attacks, it merely allows you to use either hand equally well. If you have more than two hands, this feat applies to all of them.

Assessment Unraked
You’re able to size up someone’s combat capabilities. Choose a target you can accurately perceive and make a Notice check opposed by the target’s Stealth check result. If you succeed, the GM tells you the target’s dodge, armor, grapple and melee attack bonuses relative to yours (lower, higher, or equal). You don’t know the target’s exact bonus unless it equals your own, only a rough estimate of relative ability. In cases of a 5-point or greater difference, the GM may choose to tell you the target’s bonus is considerably more or less than yours. If you lose the opposed roll, the GM should over- or under-estimate the target’s bonus.

Benefit Ranked
You have some significant perquisite or fringe benefit. The exact nature of the benefit is for you and the Gamemaster to determine. As a rule of thumb it should not exceed the benefits of any other feat, or a power costing 1 point. It should also be significant enough to cost at least 1 point. An example is Diplomatic Immunity. A license to practice law or medicine, on the other hand, should not be considered a benefit; it’s simply a part of having enough ranks in the appropriate Profession skill and has no significant game effect. Benefits may come in ranks for improved levels of the same benefit. The GM is the final arbiter as to what does and does not constitute a Benefit in the campaign. Keep in mind some qualities may constitute Benefits in some campaigns, but not in others, depending on whether or not they have any real impact on the game.

Spoiler

Alternate Identity: You have an alternate identity, complete with legal paperwork (driver’s license, birth certificate, etc.). This is different from a costumed identity, which doesn’t necessarily have any legal status.

Diplomatic Immunity: By dint of your diplomatic status, you cannot be prosecuted for crimes in nations other than your own. All another nation can do is deport you to your home nation.

Security Clearance: You have access to classified government information, installations, and possibly equipment and personnel.

Status: By virtue of birth or achievement, you have special status. Examples include nobility, knighthood, aristocracy, being a samurai in medieval Japan, and so forth

Wealth: You have greater than average wealth or resources. Increase your Wealth bonus by +4 per rank.

Eidetic Memory Unranked
You have perfect recall of everything you’ve experienced. (Don't feel guilty about re-reading anything in your thread.) You have a +4 bonus on checks to remember things, including saving throws against effects that alter or erase memories.

Endurance Ranked
You gain a +4 bonus per rank on Swim checks to avoid becoming fatigued and Constitution checks or Fortitude saves to hold your breath, avoid damage from starvation or thirst, avoid damage from hot or cold environments, and to resist suffocation and drowning. Additional Ranks increase this bonus by +2 per rank.

Environmental Adaptation Unranked
You’re adapted to a particular environment, such as underwater, zero gravity, and so forth. You suffer none of the normal die roll or movement penalties associated with that environment, moving and acting normally. You are still affected by environmental hazards like suffocation, exposure, and so forth. You need Immunity for resistance to these effects.

Equipment Ranked
You have 5 points to spend on equipment per rank in this feat.

Fearless Unranked
You are immune to fear effects of all sorts. You automatically succeed on any saving throw against a fear effect. This is the equivalent of the power Immunity 1 (fear effects).

Fearsome Presence Ranked
You can inspire fear in others. Take a standard action to strike a suitably fearsome pose or utter an intimidating threat; anyone within (rank × 5) feet able to interact with you must make a Will save (DC 10 + rank) or become shaken. If the save fails by 5 or more, the subject flees from you. If the save fails by 10 or more, the subject panics, dropping any held items and fleeing from you as quickly as possible.

Instant Up Unranked
You can stand up from a prone position as a free action.

Interpose Unranked
Once per round, when an ally adjacent to you is targeted by an attack, you can choose to trade places with that ally as a reaction, making you the target of the attack instead. If the attack hits, you suffer the effects normally. If the attack misses you, it also misses your ally. You must declare your intention to trade places with an ally before the attack roll is made. You cannot use Interpose if you are stunned or otherwise incapable of taking free actions.

Master Plan Unranked
If you have the opportunity to prepare for an encounter you can formulate a plan. This requires at least a few minutes, longer at the Gamemaster’s discretion. Make an Intelligence check (DC 10). If successful, you and your allies gain a bonus on all skill checks and attack rolls in the encounter depending on the result of your roll: +1 for a roll of 10-14, +2 for 15-25, and +3 for 25 or higher. This bonus is not subject to power level limits. You choose when during the encounter to initiate your master plan. The bonus lasts for 3 rounds, then begins decreasing at a rate of 1 per round until it is gone. You can only use this feat when you have the opportunity to prepare for an encounter in advance, not when dealing with sudden or unexpected encounters.

Minions Ranked
You have a follower or minion. This minion is an independent character with a power point total of (rank × 15). Minions are subject to the normal power level limits, and cannot have minions themselves. Your minions automatically have a helpful attitude toward you. If you double the cost of this feat (2 points per rank) your minions are fanatical.
Rather than increasing the power points available to create your minion, a rank in this feat can move your total number of minions of the same type up to five. So Minions 5 can give you one 75-point minion, or two 60-point minions, or five 45-point minions. Your minions don’t have to be identical, but should be generally of the same type (human agents, infernal demons, zombies, etc.).
Any lost minions are replaced in between adventures with other followers with similar abilities at the Gamemaster’s discretion.

Spoiler

Minions are minor characters subject to special rules in combat, and generally
easier to defeat than normal characters. The following rules apply to minions:

Minions cannot score critical hits against non-minions.

Non-minions can take 10 on attack rolls against minions (attackers normally cannot take 10 on attack rolls).

If a minion's HP drops to zero, the minion is knocked unconscious (nonlethal damage) or killed (lethal damage). Attackers can choose a lesser effect, if desired.

Certain traits (like Takedown Attack) are more effective against minions.

Quick Change Ranked
You can change clothes—such as changing into your costume or your secret identity—as a free action. Normally, changing clothes requires at least a minute. If you take this feat a second time, you can change into any outfit at will. This allows you to use the Disguise skill as a minor action rather than taking the usual time.

Second Chance Ranked
Choose a particular hazard, such as falling, being tripped, triggering traps, being mind controlled (or affected by another specific power, such as Blast with the fire descriptor) or a particular skill with consequences for failure. If you fail a saving throw against that hazard or a check with that skill, you can make another roll immediately and use the better of the two results. You only get one second chance for any given save or task, and the GM decides if a particular hazard or skill is an appropriate focus for this feat.
Each additional rank in this feat applies to a different hazard or skill.

Sidekick Ranked
You have another character serving as your partner and aide. Create your sidekick as an independent character with (rank × 5) power points, and subject to the campaign’s power level limits. A sidekick’s power point total must be less than yours. Your sidekick is an NPC, but automatically fanatically loyal to you (provided you treat your sidekick fairly and well). Gamemasters should generally allow you to control your sidekick, although sidekicks remain NPCs and the GM has final say in their actions.

Sidekicks do not earn power points. Instead, you must spend earned power points to increase your rank in Sidekick to improve the sidekick’s power point total and traits; each point you spend to increase your rank in Sidekick grants the sidekick 5 additional power points. Sidekicks are not minions, but full-fledged characters, so they are not subject to the minion rules.

Trance Unranked
Through breathing and bodily control, you can slip into a deep trance. It takes a minute of uninterrupted meditation and a DC 15 Concentration check. While in the trance you add your Concentration bonus (not rank) to your Constitution score to determine how long you can hold your breath and you make Concentration checks rather than Constitution checks to avoid suffocation. Poison and disease effects are suspended for the duration of the trance. It requires a Notice check with a DC equal to your Concentration check result to determine you’re not dead. You are aware of your surroundings while in trance and can come out of the trance at any time at will. You cannot take any actions while in the trance.

Skill Feats

Spoiler

Hide In Plain Sight Unranked
You can make Stealth checks even while being observed and even if you do not have cover or concealment. Characters normally must have cover or concealment to hide and cannot make Stealth checks while being observed.

Improvised Tools Unranked
You ignore the –4 penalty for using skills without proper tools, since you can improvise sufficient tools with whatever is at hand.

Track Unranked
You can use the Survival skill to visually follow tracks like the Tracking Super-Sense.

Comment

The rules explain what the various powers do, that is, what their game effects are, but it is left up to the player and Gamemaster to apply descriptors to define exactly what a power is and what it looks (and sounds, and feels) like to observers. A power’s descriptors are primarily for color. It’s more interesting and clear to say a hero has a “Flame Blast” or “Lightning Bolt” power than a generic “Blast.” “Flame” and “lightning” are descriptors of the Blast power.

Descriptors do have some impact on the game since some powers work only on or with effects of a particular descriptor. A hero may be immune to fire and heat, for example, so any effect with the “fire” or “heat” descriptor doesn’t affect that character.

Generally speaking, a descriptor is part of what a power is called beyond its game system name. For example, a weather-controlling heroine has the following powers: Blast, Environmental Control, and Obscure. Her Blast is the power to throw lightning bolts, so it has the descriptor “lightning.” If a villain can absorb electricity, then his power works against the heroine’s damage (since lightning is electrical in nature). Her Environmental Control is the power to control the weather, giving it the descriptor “weather.” Obscure creates thick banks of fog, giving it the “fog” or “mist” descriptor. If an opponent transforms into mist, with the ability to regenerate in clouds or fog, he can regenerate inside the heroine’s Obscure area. If the heroine’s power comes as a gift from the gods, it may also have the descriptor “divine” or “magical.” On the other hand, if it comes from her mutant genetic structure, then it has the descriptor “mutant.

Power Effect Types

Spoiler

Alteration effects change or transform the body in some way. Most alteration effects work on their user, but can be modified to work on others as well. Alteration effects targeting other creatures require a standard action and an attack roll and offer a saving throw.

Attack effects are used offensively in combat. They require an attack roll and damage, hinder, or otherwise harm their target in some way. Attack effects require a standard action. Their duration is usually Instant, although their results—whether damage or hindrance—may linger until the target recovers from them.

Defense effects protect in various ways, typically offering a bonus to saving throws, or granting immunity to particular effects or conditions. Most defense effects work only on the user and are Permanent, functioning at all times.

General power effects don’t fit into any particular category. They’re not governed by any special rules other than those given in the effect’s description.

Mental effects influence the mind. Any power requiring an initial Will saving throw is considered a mental effect. Mental effects are unnoticeable except to characters with mental senses like mental awareness. However, the target of a mental effect can sense it, and the effect’s source, unless the effect has the Subtle power feat. So the target of Mind Reading, for example, can sense the mental intrusion, and has a feeling where it is coming from, unless the Mind Reading power is Subtle.

Movement effects allow characters to get around in various ways. There are three types of movement: normal move, accelerated move, and all out movement. A normal move is a move action and allows you to move your speed. An accelerated move is a full action (two move actions) and doubles your speed. All out movement is also a full action and quadruples your speed. Your Dodge is replaced by your Speed for the purpose of avoiding attacks while moving all-out.

Sensory effects enhance or alter the senses. Some sensory effects improve the user’s senses while others grant new senses or fool the senses in some way.
Senses are grouped into sense types, descriptors for how different sensory effects work. The different sense types, and the senses included in them, are:

Special: the catchall for other sensory descriptors not given above, including unusual senses or exotic descriptors like cosmic, gravitic, magical, and so forth.

Trait effects influence a target’s traits: abilities, saves, skills, powers, and so forth. Most trait effects are touch range and require a standard action. Trait effects don’t work on traits with the Innate power feat.
Traits are grouped into trait types, descriptors for how different trait effects work. The different trait types, and the traits included in them, are:

Powers: Each power effect type is considered a separate trait type. Alternately, all powers of a particular descriptor (regardless of effect type) may be considered a single trait type.

Power Checks

Spoiler

In some cases, you may be required to make a power check to determine how well a power works. A power check is just like any other check: d20, plus the power’s rank, plus any applicable modifiers, against a Difficulty Class set by the Gamemaster. Unlike skill checks, ability modifiers are not added to power checks.

Power Check = d20 + power rank + modifiers vs. Difficulty Class

You can take 10 on a power check if you are not under pressure, the same as with a skill check. You can take 20 on a power check if you are not under pressure and there is no penalty for failure, also the same as a skill check. Taking 20 requires 20 times the usual time to make the power check.

On occasion a power may be opposed by a skill or vice versa. This is a normal opposed check, comparing the power’s check result against the skill’s check result. The same is true when an ability score opposes a power (and vice versa).

Range & Duration

Spoiler

Range
Each power has a default range, which may be changed by power modifiers.

Personal: The power works only on you, the user.

Touch: The power works on anyone or anything you can touch. Touching an unwilling subject requires an unarmed attack roll against the subject’s Dodge.

Ranged: The power works at a distance with a range increment of (rank × 10 feet) and a maximum range of ten increments. So a ranged rank 10 power has a range increment of 100 feet and a maximum range of 1,000 feet. A ranged power suffers a –2 penalty to attack rolls for every range increment past the first.

Perception: The power works on any target you can perceive with an accurate sense, such as sight (see Super-Senses, for more on accurate senses), without any need for an attack roll. If the target has total cover or concealment from your accurate senses, your power cannot affect it. The GM may require a Notice check to determine if you can perceive the target sufficiently to affect it with a perception range power. Since perception range powers do not require attack rolls, they cannot score critical hits.

Extended: The power works at a fixed range determined by its rank, as shown on the Extended Range Table.Rank - Range

10 feet

100 feet

1,000 feet

1 mile

5 miles

20 miles

200 miles

2,000 miles - continental

20,000 miles — anywhere on Earth

200,000 miles — Earth to the Moon (approximately)

Duration
Each power lasts for a particular amount of time, which may be changed by power modifiers.

Instant: The power’s effect occurs and ends instantly, although its results may linger. Most attack effects are Instant; the attack’s effect happens immediately, although it may take some time for the target to recover.

Concentration: The power lasts as long as you concentrate on maintaining it. Concentration is a standard action and distractions may cause your concentration to lapse (see the Concentration skill for details). If your concentration lapses (voluntarily or because of a failed Concentration check) the power stops working. You can maintain a Concentration power as a minor action rather than a standard action with a Concentration skill check (DC 10 + power rank) once per round. A failed check means the power lapses.

Sustained: The power lasts as long as you wish, requiring only a free action each round to maintain it. If you are incapable of taking free actions (stunned or unconscious, for example), the power turns off. You can maintain a Sustained power as a reaction (allowing you to attempt to maintain it if you are stunned, for example) with a Concentration skill check (DC 10 + power rank). A failed check means the power lapses.

Continuous: The power lasts as long as you wish, without any concentration or effort on your part. Once activated, it stays that way until you deactivate it, even if you are stunned or knocked out.

Lasting: A Lasting duration denotes a power with a lasting effect the target must recover from by making additional saving throws, with a cumulative +1 bonus per previous save. A successful save ends the power’s effect. An Instant Lasting power allows a new saving throw each round on the initiative count when the effect occurred. A Concentration Lasting power allows a new save for each interval on the Time and Value Progression Table (see below) that passes, starting one minute after the power takes effect. A Sustained Lasting power allows new saves at the same intervals, except it requires only a free action to maintain, and if you concentrate during a time interval (taking a standard action each round), the subject does not gain the cumulative +1 save bonus for that interval. If you stop maintaining a Sustained Lasting power, its effects continue until the target successfully saves to shake off the power’s effects. A Continuous Lasting power does not allow new saves against it at all; it lasts until the power’s effect is countered or reversed in some way, even if you switch to an Alternate Power.

Permanent: The power is always active and cannot be turned off, even if you want to. A Permanent power cannot be improved using extra effort. Permanent powers can only counter other powers at the GM’s discretion

Time and Value ProgressionRank - Time - Value

3 seconds (1 action) - 1

6 seconds (1 round) - 2

1 minute - 5

5 minutes - 10

20 minutes - 25

1 hour - 50

5 hours - 100

1 day - 250

1 week - 500

1 month - 1,000

Murder is like marriage, you just need to find the right person.
Pray to the church of reality, and hope to earn its favour. For easy reference: Elizabeth Silver

You can absorb a particular type of damage and use its energy to improve a trait or heal yourself. Choose physical or energy damage. Subtract your Absorption rank from the Attack Roll of the affected attack. If the remaining roll is reduced to 0 ignore the attack’s damage completely, otherwise your Absorption rank counts as a bonus to your AC for the affected attack.

After absorbing damage, as a reaction, you can immediately use Boost on a particular trait or Healing on yourself, at a rank equal to your Absorption rank or the absorbed attack’s damage bonus, whichever is less. Choose which effect you want during character creation; if you choose Boost, you must also determine what trait it will be applied to.

Your Boost can increase a power you don’t normally have—such as Blast—granting you temporary use of that power. If an Absorption Healing attempt fails, you can try again the next time you absorb energy. You can acquire the other effect of Absorption as an Alternate Power feat, but you can’t use both at the same time. So if you have the ability to Boost, you can acquire Healing as a power feat, but have to choose one effect or the other (Boost or Healing) each time you absorb energy. You can also acquire different forms of Boost as Alternate Powers, or apply Boost modifiers to your Absorption for a broader boosting effect. See Boost for details.

Power Feats

Energy Conversion: You can convert absorbed energy from one type to another (sound into light, or kinetic energy into heat, for example). This allows you to absorb one type of energy and project another, if you have a Blast power (or if your Absorption Boost grants you a Blast power).

Slow Fade: This power feat reduces the rate at which your stored energy fades.

Extras

Both Types (+1): You absorb physical and energy damage, not just one or the other.

Energy Storage (+1): You can “store” absorbed energy. Each attack gives you energy equal to the damage bonus your Absorption stops. You can have up to (rank × 10) energy points at once (excess energy dissipates harmlessly). Stored energy harmlessly “bleeds off” at a rate of 1 point per round. You can reduce this rate with the Slow Fade feat. You can use your stored energy points to fuel your other absorption effects (Boost or Healing) as desired on a 1 point per rank basis. The Progression feat (see page 110) increases your storage capacity by one multiple per application (×11, ×12, and so forth).

Power Magnet (+1): You can absorb energy from suitable sources (such as bonfires, generators, speakers, and so forth) at a distance of (power rank × 100 feet) with a ranged attack roll. It takes a standard action to absorb energy in this way. Reduce the power source’s output that round by your power rank and gain energy equal to its rank or your power rank, whichever is less. This extra allows you to use Absorption to counter powers or the appropriate type at a distance and absorb their energy.

You can adapt to changing conditions. When you encounter a hostile environment, you acquire the powers you need to function in that environment, up to (rank × 5) power points worth. No adapted power can have a rank higher than your Adaptation rank. So you might acquire aquatic traits when submerged in water, for example. Immunity is a particularly common Adaptation power. You can suggest Adaptation powers, but the GM has final approval. Your Adaptation only functions once per round; it can’t adapt to changing conditions faster than that. It takes a full round to adapt to a new environment, during which you cannot take any other action. This means you can’t adapt to attacks, because the power doesn’t react quickly enough.

Extras

Reaction (+4): You can adapt to any harmful effect, including attacks, once per round as a reaction. Usually, you acquire Immunity to that effect, provided the required Immunity rank is less than or equal to your Adaptation rank. So if you are hit with a flame Blast, you adapt Immunity to Fire, for example. If you’re hit with multiple harmful effects in the same round, you only adapt to the first one. You can choose to delay your Adaptation (consciously overriding it) if you wish to adapt to a later attack in the round.

You have one or more additional limbs, such as arms, legs, tentacles, or a prehensile tail. You have one extra limb at rank 1. Each additional rank moves the number of extra limbs one step up the Time and Value Progression Table. Additional Limbs do not allow you to take extra actions in a round, although they do provide the benefits of the Improved Grapple feat and may make you more resistant to trip attacks (if they make your stance more stable). All limbs except your dominant limb are considered your “off-hand.” If you have the Ambidexterity feat, you have no off-hand penalties with any of your limbs.

You can exist in a form other than mere flesh and blood, giving you additional traits. It requires a free action to change into or out of your Alternate Form and you can do so once per round.
You have 5 power points per Alternate Form rank to apply to powers related to your form. Once you choose your Alternate Form’s traits, they are fixed and do not change. No Alternate Form power can have a rank greater than your Alternate Form rank. Your non-Instant Alternate Form powers must all have the same duration, which determines your Alternate Form’s duration.

Energy: You are made up of energy, such as fire or electricity. Apply your points to Blast, Flight, Immunity, Insubstantial 3, Strike (Aura), and Teleport (Medium –1).

Gaseous: You are a cloud of gas, like fog or mist. Apply your points to Concealment, Flight, Immunity, Insubstantial 2, and Suffocate.

Ghost: You are incorporeal and invisible, largely unaffected by the physical world. Apply your points to Concealment, Flight, Immunity, and Insubstantial 4.

Liquid: You are made up of liquid (such as water) apply your points to Blast, Concealment (Limited to underwater –1), Elongation, Immunity, Insubstantial 1, Suffocate, and Swimming.

Two-Dimensional: You can flatten yourself to become almost infinitely thin. Apply your points to Concealment (visual, Limited to one side –1), Insubstantial 1 (for slipping through narrow spaces), Strike (Penetrating), and Super-Movement (slithering).

You can split off parts of your body and keep all of the parts functioning relatively normally. The process of separation causes you no harm, although it can be disconcerting to watch. You can split off a number of segments equal to your power rank; so rank 1 might allow you to detach a hand, arm, or foot (or even your head). Rank 5 could allow you to detach all your limbs (including your head), and so forth. You choose how you separate when you acquire the power and it cannot be changed. Separating your segments, or reassembling them, requires a move action.

Your separate parts remain fully functional, so you can see out of a separated eye, manipulate things with a separated hand, and so forth. Separated parts are limited to whatever movement their form allows, so a hand can crawl and a leg can hop, for example, an eyeball can even roll, but a separated head or torso isn’t capable of much movement. You can use movement powers (such as Flight) in conjunction with your separated parts. Separate parts have modifiers based on their size.

Each segment gets a move action each round, but you can only take one standard action among them, regardless of how many segments you break into. The GM assesses any suitable modifiers to your actions based on your current state of dis-assembly.

Separated limbs take damage normally, but do not receive any bonuses to armor for armor not protecting that specific limb IE: a hand, arm, or head would not receive the AC from a breastplate.

Extras

Variable Split (+1): You can choose how you separate each time you use your power. For example, at rank 1 you can choose to detach any one body part.

You can exert mental control over animals (creatures with Int 1 or 2). Make a power check against the result of the animal’s Will saving throw. If you succeed, you control the animal’s actions. If you fail, there is no effect. You can try again, but the animal gets a cumulative +1 on Will saves for each successive attempt in the same encounter. Issuing a command to an animal you control is a move action and requires you to speak or gesture. You can only issue simple commands an animal can understand, like “go there,” “stop,” or “attack.”

Animals get a new Will save for each interval on the Time and Value Progression Table, with a cumulative +1 bonus per save. Animals commanded to carry out an action against their nature get a new Will save immediately with a +1 to +4 bonus, depending on the type of command. Success breaks your control. Obviously self-destructive commands are automatically ignored, but do not break your control.

Power Feats

Mental Link: You can give commands to controlled animals telepathically over any distance (with no need to speak).

Extras

Sensory Link (+1): You can perceive everything one of your controlled animals does. Your own senses are inactive while you are using your sensory link.

Flaws

Limited (–1): You can only control particular kinds of animals, such as avians, sea-life, or reptiles.

You can gain the traits of any animal. You get the animal’s physical ability scores and skills bonuses (if they are higher than yours), feats, and powers, up to a total of (rank × 5) power points. No bonus or rank can be higher than your power rank. You can change animal subjects once per round as a free action. So one round you can mimic the speed and agility of a cheetah, then the strength of an elephant, the claws of a tiger, and the soaring flight of an eagle on subsequent rounds. You can only mimic one animal at a time.

Extras

Extra Subject (+1): You can mimic the traits of two animals at once. Multiple traits of the same type do not stack, use only the highest bonus. Each additional application of this extra moves the maximum number of animals you can mimic at once one step up the Time and Value Progression Table (5 subjects, then 10, 25, etc.).

Stacking (+1): Your mimicked traits stack to a limited degree. You gain the highest mimicked trait and increase it by +1 each time you mimic the same trait. So, if you mimic three animals, all with great Strength, you take the highest Strength rank and add +2 for the other two subjects. The total stacked bonus still cannot exceed your power rank.

Flaws

Subject Required (–1): You require an animal subject to mimic, so you cannot mimic any animal, just those within (power rank) miles of you. Your power is very effective in a jungle or zoo, less so in a downtown urban environment.

You can imbue objects with animation and a semblance of life, making them constructs under your control. Create the object as a construct with (rank × 15) total power points. Constructs are subject to the campaign’s power level limits. The object gains movement according to its form: statues can get up and walk, for example, rugs can crawl, balls roll, cars drive, etc.

Power Feats

Progression: Each time you apply this feat, move the total number of objects you can animate at once one step up the Time and Value Progression Table (2, 5, 10, etc.). You can still only animate one object per standard action.

Extras

Additional Type (+1/+2): You can animate things other than solid objects. Choose one of the following: gases (including air), images (pictures, including drawings, paintings, and photographs), liquids (including water), and shadows. For a +2 modifier you can animate all of these other types of things. You are still limited to animating things with a power level no greater than your power rank and power points no greater than your rank × 15.
Alternately, you can substitute an additional type for solid objects for a +0 modifier, making your power into Animate Images or Animate Shadows, for example.

Horde (+1): You can animate your maximum number of objects with one standard action. You must have the Progression power feat to take this extra.

Flaws

Limited (–1): You can only animate one type of object, such as corpses (creating zombies), machines, natural earth and stone, and so forth.

You can separate your astral form—your mind, spirit, or life force—from your physical body. Your body sinks into a coma while your astral form is free to move about on its own. Your astral form is invisible and incorporeal, immune to physical effects, and able to pass freely through material objects.

You can move a distance away from your body based on your power rank on the Extended Range table. You can move anywhere within your maximum range instantly as a move action. Others can sense the presence of your astral form (a general sense of a presence or being watched) with a Notice check (DC 10 + rank), unless you have the Subtle power feat. Characters with Mental Awareness can perceive your astral form automatically (as if you were visible) unless it is Subtle. Your astral form has your normal visual, auditory, and mental senses.

While in astral from, you can become visible at will and mentally speak with other people. This is a mental effect, visible only to creatures with all three mental ability scores. You can apply the Selective feat to make your astral form visible and audible to only some people and not others. Mental and sensory effects work on your astral form, and you can use your own mental and sensory effects on the physical world while in astral form.

While your astral form is away, you are unaware of your physical body, although you immediately know if your body suffers any damage. You can return to your body instantly at any time as a free action.

Power Feats

Dimensional: Your astral form can travel to other dimensions: one other dimension with one application of this feat, a related group of dimensions with two, and any dimension in the setting with three.

B

Spoiler

BLASTEffect: Attack Action: StandardRange: Ranged Duration: InstantCost: 2 points per rank
You can make a damaging ranged attack. It might be a blast of energy, a projectile (arrow, bullet, throwing blade, etc.), or some similar effect. You make a ranged attack roll to hit the target. The attack’s damage equals (Rank)D6 up to five ranks. Further ranks in this power allow multiple attacks.

Extras

Penetrating (+1): Blast ranks with this extra ignore 1 point of AC per rank.

You can improve a trait or traits temporarily. You can boost yourself or other characters by touch.

Take a standard action to use Boost. Each rank improves the targeted trait by 1 power point. These temporary points fade at a rate of 1 per round until they are gone (this rate can be slowed using the Slow Fade power feat.)You can boost the trait again before the temporary power points have faded, but boosts are not cumulative; only the highest-ranked one applies to any given trait. So combining Boost 3 and Boost 8 results in an increase of 8 power points, not 11, and applying Boost 10 to a trait after 5 power points have faded raises the temporary power points back to 10, not 15. The cost per rank determines the effects of Boost:

1 point: Boost affects a single trait, chosen when the power is acquired (such as Strength, the Blast power, etc.). If the subject does not have the targeted trait they may gain it temporarily, at the GM’s discretion. To affect a list of specific traits, one at a time, acquire different Boosts as Alternate Power feats.

2 points: Boost can affect any trait suiting your descriptors, one at a time. If the subject does not have the targeted trait they may gain it temporarily, at the GM’s discretion.

3 points: Boost affects all of a narrow group of traits at once (ability scores, skills, feats, or one type of power such as attack effects, movement effects, or powers of a specific descriptor). Each affected trait gains the benefits of the Boost. The subject must have the targeted trait(s).

You can burrow through the ground, leaving a tunnel behind you. You move at a speed of 1 MPH at rank 1. Each additional rank moves your speed one step up the Time and Value Progression Table, to a speed of around 5,000 miles per round at rank 20, allowing you to dig straight through the Earth! (Provided you can survive the conditions near the Earth’s molten core.) You burrow through soil and sand at your normal speed. Burrowing through hard clay and packed earth reduces your speed one rank. Burrowing through solid rock reduces it by two ranks. The tunnel you leave behind is either permanent or collapses behind you immediately (your choice when you begin burrowing each new tunnel).

You can communicate over a distance using a medium other than your voice. Choose a sense type as the medium for your communication (infrared, ultrasonic, radio, or mental communication, for example). You may also use a special sense type (neutrinos, gravitons, magical sendings, and so forth) noticeable only to the appropriate form of Detect.

Base range for Communication is 10 feet at rank 1. Each additional rank increases range as shown on the Extended Range Table. It can extend even further with the Dimensional power feat. Communication is instantaneous with any subject within your range.

The recipient of your communication must be within range and have a means of perceiving your transmission (a receiver of some sort; a score of 1 or more in all mental abilities is all that’s needed to receive Mental Communication). You can receive Communication of the same medium as your own. Receivers can choose to ignore your Communication, if they wish. Communication is language- dependent; you and the subject must share a common language (see Comprehend to communicate across language barriers). Your Communication is point-to-point (sent to a single receiver within your range).

Others with an acute sense able to detect your Communication medium can “listen in” on your transmissions with a Notice check (DC 15 + your power rank). The eavesdropper must be within normal sensory range of you or the receiver. Your transmissions can be blocked or “jammed” by powers such as Dazzle or Obscure affecting your medium.

Power Feats

Selective: If you have the Area extra, you can choose which receiver(s) within range get your Communication, excluding everyone else. This allows you to go from a single receiver (point-to-point) to all potential receivers in range (omni-directional) or anywhere in between.

Subtle: Your Communication cannot be “overheard” (it is encrypted, scrambled, or otherwise protected). If you apply the feat twice, your Communication cannot even be detected (that is, no one can tell you are even transmitting, much less what you’re saying).

Extras

Area (+1): You can broadcast omni-directionally to every receiver within your maximum Communication range.

You can comprehend different sorts of communication. Each rank allows you to choose one of the following options:

Languages: You can either speak or understand the language of any intelligent creature. You can speak only one language at a time, although you can understand several languages at once. This effect does not enable you to speak with creatures that don’t possess a language. For two ranks you can both speak and understand all languages. For an additional rank anyone able to hear you can understand what you’re saying, regardless of language. Being able to read any language requires one more rank.

Animals: You can either speak to or comprehend animals (creatures with Int 1 or 2). You can ask questions and receive answers, although animals are not any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while especially stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you. For two ranks you can both speak to and understand animals.

Plants: You can either comprehend or communicate with plants, both normal plants and plant creatures. You can ask questions of and receive answers from plants. A plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions or answer questions about events outside its immediate vicinity. For two ranks you can both speak to and understand plants.

Machines: You can verbally communicate with electronic devices. Most are limited by their programming and peripherals in terms of what they know, and may not be able to answer some inquiries. Machines tend to be cold and mechanical, and may not be cooperative. At the GM’s discretion, you can use the Computers and Disable Device skills in place of Diplomacy and Bluff when speaking with machines. For two ranks you can both speak to machines and understand their replies.

Objects: You can communicate with inanimate objects, granting them the ability to speak to you or simply “reading” impressions from them. This requires two Comprehend ranks. Objects only “know” about events directly affecting them or occurring in their immediate area.

Flaws

Broad Type (–1): You can only comprehend a general type of subject (only elves, canines, avians, or sea creatures, for example).

Narrow Type (–2): You can only comprehend a particular type of subject (dogs, falcons, or dolphins, for example)

Using this effect, you gain total concealment from a particular sense—usually sight or hearing—although you are still detectable to other senses (even other senses of the same sense type). Each additional rank gives you concealment from another sense; two ranks give you concealment for an entire sense type. Concealment from visual senses costs double (2 ranks for normal sight, 4 ranks for all visual senses). You cannot have concealment from tactile senses, for that, see Insubstantial. So at rank 5, you can have total concealment from all visual senses (4 ranks) and normal hearing (1 rank), for example. At rank 10 you have total concealment from all sense types, except tactile.

While concealed, you can make surprise attacks against targets unaware of your presence. Attackers have a 50% miss chance against you (a roll of 11 or better on d20). Attackers able to perceive you with an accurate sense suffer no penalties, and combat is resolved normally.

Someone can sense the presence of a concealed character at close range (30 feet) with an acute sense (see Super-Senses) and a DC 20 Notice check (for example using hearing to detect a character concealed from sight). The observer gains a hunch “something’s there” but can’t perceive or target it accurately. A concealed character holding still is harder to notice (DC 30). An inanimate object or a completely immobile creature is very hard to notice at close range (DC 40). It’s practically impossible (+20 DC) to accurately pinpoint a concealed character’s location using an acute sense, and even if the searcher succeeds on such a check, the character still benefits from total concealment.

Power Feats

Close Range: The “close range” where someone can sense your presence with an acute sense is 5 feet rather than 30 feet.

Flaws

Blending (–1): You “blend” into the background. Your Concealment only functions as long as you move no faster than 30 feet per round.

Limited (–1): Your Concealment only works under certain conditions, such as in fog, shadows, or in urban locales.

Partial (–1): Your power only provides partial concealment.

Passive (–1): Your Concealment only lasts until you make an attack, at which point it stops working until you reactivate it, which you may do as a free action on the round after you attack.

The target of this power becomes confused, unable to independently determine their actions. If the target’s Will save fails, the GM decides some non-lethal actions for the character to perform; some examples are: Attack the user of the Confuse effect. Do nothing but babble incoherently. Flee at top possible speed or Attack nearest creature.

A confused character unable to carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused. The target gets a new Will save each round to shake off the Confuse effect, with a +1 bonus each round.

Your touch causes matter to weaken and corrode. Living targets make a Fortitude save. If the save fails, you deal (Rank)d3 damage that ignores AC. Nonliving objects automatically fail the save. Objets must be repaired.

You wield primal cosmic power. You can project Blasts of cosmic force.

Power Feats

Alternate Powers: Suitable Alternate Power feats for this power include: Animation, Boost, Create Object, Dazzle, Disintegration, Healing, Snare, and Teleport. Each effect is a separate power feat. Other Alternate Powers are possible at the GM’s discretion

You can form solid objects out of nowhere. They may be solidified energy, transmuted matter, ice, stone, or something else entirely, depending on your descriptors. You can create any simple geometric shape or common object (such as a cube, sphere, dome, hammer, lens, disk, etc.). The GM has final say on whether or not a particular object is too complex. Your objects can’t have any moving parts more complex than a hinge. They can be solid or hollow, opaque or transparent, as you choose when you use the power.

You can create an object up to one 5-foot cube in size per power rank with Toughness up to your power rank. Created objects can be damaged or broken like ordinary objects. They also vanish if you stop sustaining them. You can repair all damage to a created object at will as a standard action.

A created object can provide cover or concealment (if the object is opaque) just like a normal object. Cover provided by a created object can block incoming attacks, but blocks outgoing attacks as well. Attacks hitting the covering object damage it normally. Indirect effects can bypass the cover a created object provides just like any other cover.

You can trap a target inside a large enough hollow object (a cage or bubble, for example). The target gets a Reflex saving throw to avoid being trapped. A trapped character can break out of the object normally. Limiting the target’s mobility in addition to trapping them requires Snare, which you may acquire as an Alternate Power feat of Create Object

Dropping a created object on a target is treated like an Area Attack equal to the object’s size. The object inflicts damage equal to its size with a maximum of (rank)d6, and targets get a Reflex saving throw. A successful save results in no damage.

Power Feats

Innate: Your created objects can’t be nullified.

Precise: You can create more precise and detailed objects.

Progression: Each time you apply this power feat, the base size of your objects per power rank increases one step on the Time and Value Progression Table (10-ft. cube per rank, then 25-ft., etc). Other attributes based on rank (such as Toughness and save DC) do not change.

Stationary: Your created objects can hang immobile in the air. They resist being moved with a Strength bonus equal to your power rank. Unless you have the Tether power feat or the Movable extra, you cannot move a stationary created object once it’s placed somewhere any more than anyone else can.

Subtle: The Subtle feat either makes created objects not noticeable as such (they look just like real objects) or not noticeable at all (such as objects composed of invisible force).

Tether: Your created objects can move along with you at your normal movement speed, maintaining their position relative to yours.

Extra

Duration: Create Object with the Continuous modifier creates objects that remain until they are destroyed, nullified, or you choose to dismiss them.

Movable: You can move your created objects around as if you possessed Telekinesis at your power rank.

You can interface with computers over a distance. Choose a sensory medium, as with Communication). Datalink is typically a mental or radio sense effect. Your power has a range of 10 feet at rank 1. Additional ranks increase your range on the Extended Range Table. To interface with an unfamiliar computer, you must be able to accurately sense it, or you must search for it. You can use the Computers skill on a computer while interfaced with it, taking the usual time. This power works like Mental Communication on intelligent computers.

Power Feats

Machine Control: In addition to digital devices, you can mentally control and operate machines. You can operate any machine in your range as if you were physically operating it or had a remote control for it. You make normal use of your various skills to operate machines, if necessary.

You can overload all of a target’s senses of a particular type—usually visual or auditory—rendering them temporarily useless. Make a ranged attack roll against the target. If the attack hits, the target must make a Reflex save to avoid the effect. If the save fails, that sense type is rendered useless. A successful save means no effect.

Each round thereafter the target makes a Fortitude save to recover from the Dazzle attack. The target gains a +1 bonus to the save each round after the first. A successful save allows the target to use the dazzled sense(s) again, but at –1 on all rolls involving them. The following round, the target’s senses return to normal. Targets immune to Fortitude effects cannot be dazzled.

Dazzle costs 1 point per rank if it affects one sense type, 2 points per rank if it affects two sense types, 3 points per rank if it affects three sense types, and 4 points per rank if it affects all sense types. Visual senses count as two sense types, so a 3-point per rank Dazzle effect could affect visual and one other sense type, for example

You can block ranged attacks as well as melee attacks. This is like a normal melee block using your Deflect rank in place of your normal attack bonus. You can attempt to deflect any number of attacks in a round, but each attempt after the first imposes a cumulative –2 modifier on the block check. Once you fail a block roll you cannot deflect again until your next round.

The types of attacks you can deflect determine the effect’s cost per rank. For 1 point per rank you can choose one of the following: slow projectiles (including thrown weapons and arrows), fast projectiles (like bullets), energy attacks, and mental attacks. For 2 points per rank, you can deflect all ranged attacks. For 3 points per rank, you can deflect ranged and mental attacks. Deflecting mental attacks requires a Deflect roll against the attack’s Will save DC (since mental attacks do not require attack rolls). Deflect does not work against area attacks

Extras:

Action (+1): You can reduce the action needed to block attacks. If you can deflect as a free action and you take a standard action to block that round, you take no penalty for blocking multiple attacks, otherwise you have the normal penalty. If you can use Deflect as a reaction, you take no penalty for blocking any number of attacks as a free action.

Automatic (+1): You can deflect even surprise attacks, but you must still be able to take the normal action required to use your Deflect power.

Ranged (+1): You can deflect attacks made against any target within range (power rank × 100 feet). You suffer a –2 penalty on your block check per range increment of (rank × 10 feet) between you and the target.

Reflection (+1): You can reflect blocked attacks back at the attacker as a free action. Make a normal attack roll to hit with the reflected attack.

Redirection (+1): You can redirect blocked attacks at any target within the attack’s normal range, as Reflection, above. You must have the Reflection extra to take Redirection.

You can increase your mass, and therefore your Strength and durability. Every rank of Density activated enhances your Strength by 2 points. Every two ranks give you a rank of Protection with the Impervious extra. Every three ranks give you a rank of Immovable and Super-Strength and move your mass one step up the Time and Value Progression Table. Your additional Strength does not improve your Climb or Swim skills or the distance you can jump (since your mass also increases). In fact, you automatically fail Swim checks while Density is active at 3 ranks or more because of your negative buoyancy.

Power Feats

Alternate Power: To increase or decrease your density, take Insubstantial as an Alternate Power of Density.

You have a device—an item giving you certain traits. The device might be a piece of super-science technology, a magical artifact, or a focus of cosmic power. Each rank gives you 5 power points you can use to purchase the device’s traits. So long as you have the device, you have access to its traits. You cannot use points from a Device to buy another Device. Although the Device itself is Permanent and Innate, the Device’s powers may or may not be, depending on their duration.

The cost of a Device depends on how easily you can lose it. For 4 points per rank, the device is hard to lose. It can only be taken away from you while you are helpless (see Condition Summary). For 3 points per rank, the device is easy to lose. It can be taken away from you with a successful Disarm action (see Disarm). An item that cannot be taken away from you at all isn’t a Device. For example, a bionic arm may grant you Super-Strength, but since it can’t be taken away, it doesn’t count as a Device.

With the GM’s permission, you can split power points from this power into several devices, so long as they can all be taken away from you in the same manner. It’s harder to take away all of your devices, but easier to take away their benefits one-by-one.

When you acquire a device, choose whether strain of extra effort applies to you or the device (see Extra Effort). If it applies to you, follow the normal extra effort rules. If it applies to the device, then using extra effort to enhance the device’s traits places stress on its construction or systems. A “fatigued” device suffers a –1 modifier to all ranks. An “exhausted” device suffers a –3 modifier to all power ranks, and a device pushed beyond exhausted stops working altogether. The modifiers last until the device is repaired.

Power Feats

Restricted: Only certain people can use your Device. It might only work for members of a particular bloodline, people with extraordinary (20+) Strength or Wisdom, only women, and so forth. For everyone else, the Device has no powers at all. If you apply this feat twice, only you—and no one else—can use your device. It can be taken away, but not used against you.

You have a “pocket” dimension capable of holding an amount of material, or even creatures. Your Dimensional Pocket has a 100 lb. capacity at rank 1. Each additional rank moves it one step up the Time and Value Progression Table. You can store up to your maximum capacity of items in your pocket, retrieving them at a later time. If you try to fit an item into your pocket that would exceed your capacity, nothing happens. Moving things into and out of your pocket is a move action.

You can trap opponents in your dimensional pocket, if you have sufficient capacity to hold them. Make a melee attack roll. The target gets a Reflex save to avoid being trapped. A trapped target can use Dimensional Movement to escape. Additionally, the trapped target gets a Will save each round to escape from your pocket with a cumulative +1 bonus for each previous save.

You can project an attack weakening and destroying the structure of objects. Make a ranged attack roll to hit your target. If successful, the target makes a Fortitude saving throw or loses AC equal to your power rank; objects (and other targets without a Constitution score) automatically fail this save. Targets may be reduced as low as –5 (–10 for objects). The target then makes a AC save (at the reduced score) against damage equal to your power rank. If the save fails by 20 or more, the target is atomized, leaving nothing behind. Damage and reductions in an object’s AC are Permanent until repaired. Targets with Con 1 or more regain 1 point of Toughness per round and recover from the damage normally.

Power Feats

Reversible: You can instantly and completely restore a target you have disintegrated as a free action.

You can temporarily lower one of a target’s traits: an ability, skill, feat, or power, chosen when you acquire this power. You must touch the target, making a normal melee attack roll, and the target makes a Fortitude save. If the save fails, each rank of Drain removes 1 power point from the affected trait. The lost points return at a rate of 1 per round, except for inanimate objects, which do not recover drained Toughness and must be repaired. This rate can be reduced with the Slow Fade power feat. Drain’s cost per rank determines the affected traits:

1 point: Drain affects a single trait (such as Strength score or Will save bonus), chosen when the power is acquired. (To affect a list of traits, one at a time, take Alternate Powers

2 points: Drain affects any one trait, one at a time.

3 points: Drain affects all traits of a single type (ability scores, skills, feats, one type of power effect, or all powers of a particular descriptor) all at once (subtracting its rank in power points from each).

You can create a duplicate of yourself. Your duplicate is a minion with the same capabilities as you, except for this power and any hero points. You can spend your own hero points for your duplicate’s actions.

You must have this power at a rank equal to your power point total divided by 15 and rounded up for your duplicate to possess your full abilities. If you have it at a lower rank, create your duplicate as a scaled down version of yourself, with a power level equal to your power rank and starting power points determined accordingly (power rank × 15). So a power level 11 hero who has Duplication 8 creates a power level 8 duplicate with (8 × 15) 120 power points and proportionately lower ranked traits.

Your duplicate thinks and acts just like you, so it is automatically helpful toward you. Gamemasters should generally allow the hero’s player to determine the duplicate’s actions. Your duplicate disappears if your power is countered for any reason. You can also make your duplicate disappear at will by turning off your power.

Power Feats

Absorption Healing: You can make an immediate recovery check by “re-absorbing” an undamaged duplicate.

Mental Link: You have a mental link with your duplicates, allowing you to communicate with them over any distance and know whatever they know

Progression: Each time you apply this feat, move your total number of duplicates one step up the Time and Value Progression Table (2, 5, 10, etc.). You can still only create one duplicate per standard action.

Sacrifice: When you are hit with an effect requiring a saving throw, you can spend a hero point to shift the effects to one of your duplicates instead. In essence, the attacker hit a duplicate and not the “real” you. The duplicate must be within range and a viable target of the effect.

Extras

Heroic (+1): Your duplicates are not subject to the minion rules.

Horde (+1): You can summon up to your maximum number of duplicates with one standard action. You must have the Progression power feat to take this extra.

Survival (+1): If you die while duplicated, one of your duplicates becomes the “real” you and gains Duplication at your original power rank. You must have Duplication at a rank equal to your power level to take this extra.

Flaws

Feedback (–1): If one of your duplicates is damaged, you suffer painful psychic feedback. Make a Will saving throw against damage equal to the damage your duplicate suffered, with a bonus to the save equal to one half your duplicate’s AC.

Real (–1): All of your duplicates are the “real” you—perhaps from different time-lines or periods. You suffer the worst damage of all duplicates when you stop using this power. If any of your duplicates die, you die as well! You cannot have the Survival extra.

Unconscious (–1): You are unconscious and helpless while one or more of your duplicates are in existence.

You have the ability to shape and direct a particular element—air, earth, fire, or water—like a use of Telekinesis at your Element Control rank. Choose one element from the list given here; you can acquire the other elements as Alternate Powers.Elements

Air: You can control the movement of masses of air. You can create powerful winds, pushing or pulling objects or tripping targets like a use of Telekinesis at your power rank.

Earth: You can control and move a mass of soil, rock, or minerals like a use of Telekinesis at your power rank.

Fire: You can control the movement and spread of flames with a damage bonus less than or equal to your power rank

Water: You can control a mass of water (fresh or salt water, but not other liquids) like a use of Telekinesis at your power rank.

Power Feats

Alternate Powers: Suitable Alternate Power feats for this power include: Blast, Create Object, Obscure, Snare, Stun, and Suffocate, all using your chosen element(s) a medium.

You can elongate your body and limbs to extend your reach. This allows you to make melee attacks at a greater distance and move your Elongation distance as a move action by stretching out to a spot and pulling the rest of your body after you, or extending your limbs to give you a longer stride. “Snapping back” to your normal shape is a free action. You can elongate 5 feet at rank 1, each additional rank moves your range (in feet) one step up the Time and Value Progression Table.

You can use Elongation to make melee attacks at a greater distance by elongating your limbs. It requires a full action to both elongate (move action) and attack (standard action). Once elongated, you can make melee attacks within your new reach as a standard action.

Your attacks have a “range increment” of (power rank × 10 feet), each increment beyond the first applies a –2 penalty to your attack rolls and checks, since it’s harder for you to coordinate your limbs at that distance. If you can’t accurately sense your target at all, apply the rules for concealment. The range increment is the distance between your target and your head, so if you elongate your neck so your head is within one increment of your target, you suffer no range penalties.

You gain a bonus to AC against attacks on your elongated limbs as if you were one size category smaller than usual. So the elongated limb of a Medium character has a +1 Defense bonus (like a Small character).

Elongation gives you a bonus on Escape Artist checks and grapple
checks equal to your power rank.

You can instill different emotions in your target, who makes a Will save to resist. You choose the object of the emotion and decide what the target loves, hates, fears, and so forth. You can produce the following emotional effects:

Calm: The subject adopts an indifferent attitude and does not feel any strong emotion. Calm can counter any of the other emotion effects, and they may also counter Calm.

Despair: The subject is shaken, suffering a –2 on attack rolls, defense, and checks. Failure by 10 or more means the target is overcome with hopelessness, helpless and unable to take any actions.

Fear: The subject is shaken, suffering a –2 on attack rolls, defense, and checks. Failure by 5 or more means the subject is frightened and flees from the source of the fear (specified by the user) as quickly as possible. Failure by 10 or more means the subject is panicked, dropping any held items and fleeing blindly from the source of the fear. A panicked subject unable to flee cowers and does not attack (most likely using total defense instead,)

Hate: The subject immediately becomes unfriendly. If the save fails by 5 or more, the subject’s attitude becomes hostile. Hate counters and is countered by love.

Hope: The subject feels no fear or despair. Hope counters those emotions and similar effects and is countered by them in return.

Love: The subject’s attitude becomes friendly. If the save fails by 5 or more, the subject’s attitude becomes helpful. If it fails by 10 or more, the subject becomes fanatical. Love can counter despair, fear, and hate and they may counter it.

Power Feats

Mind Blank: Targets don’t remember time under your Emotion Control; their memory of that time is blank.

Flaws

Limited—one emotion (–1): You can only cause one of the listed emotional effects, not any of them.

Sense-Dependent (–1): Your Emotion Control works through a target’s senses. Examples include eye contact (visual), music (auditory), or pheromones (olfactory).